YES!!! As much as the game itself sucks, the music in JJ & Jeff is probably the hippest stuff on the Turbo.
Track 4 in the HES file is downright funky.
I like the music too. But...
Why do so many folks despise JJ & Jeff? It is Wonderboy 1 / Adventure Island (NES) with a few (slight) twists?
Sorry, but as you may already know, it is my duty to defend JJ & Jeff.
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I actually don't want to get into a JJ & Jeff discussion, so let me shift gears and simply say that the "too many pack-ins" theory is incredibly silly. When the Duo was realeased, the only thing TTi could do was to throw in a bunch of games. It makes sense on so many different levels: it justifies the $300 price tag, it generates interest in everyone (existing TG-16 fans as well as new customers), and, for newcomers, it is a wonderful introduction to the TG-16 library. Sorry, but the Duo would not have had a $200 price tag sans pack-ins. Hardware costs are real (and the associated freight / warehousing costs), while the cost of manufacturing / licensing software is cheap, in relative terms. Simply put, TTi
had to include pack-ins in order to justify the console price. I don't know what the actual cost of a Duo was for TTi, but I can tell you that there was a higher profit-to-cost ratio for their software.
Now, at the time, I didn't think the Duo was going to do well (even in a niche market), but I certainly thought that TTi made a valiant effort. You can say it was a "last ditch effort", but it wasn't a half-hearted effort, which is the connotation / tone I pick up from nat's comments. IMO, TTi was more like, "Crap, we don't have a chance in a million, but let's go out with a bang." Well, that's what I think they said in preparation for the Duo's launch. After the launch, I don't know what they thought.
I think TTi should be faulted for some of its lame print advertising campaigns, since they had control over that. Otherwise, they were in no position to compete with Nintendo and Sega, who had a bazillion dollars dedicated to marketing.
TTi should be faulted for some of the games they decided to release (when better options were available), but the Duo pack-in was one of the things they did *RIGHT*. They also threw some coupons in with the Duo. Yes, they were desperate -- but they didn't make any mistakes as far as pack-in / coupons are concerned.
I don't think the Duo would have been significantly more successful if anime and RPG went mainstream sooner. The reason is simple: the playing field would still be unlevel. Nintendo and Sega, swimming in cash, would have been in a much better position to support all the anime-flavored / RPG games they desired. TTi could not have competed with their competition's localization efforts, in relative terms. Sure, TTi could have been benefitted from RPG / anime interest, but it would still have been struggling overall.
Finally, considering Wataru's popularity with North American viewers, it wouldn't have helped make Keith Courage a better pack-in game
. For the record, Keith Courage had the potential to be an *awesome* game. Strip away the repetition / monotony and you'd have a kick-ass game. I'm too lazy to find my old posts on the matter, but I speak the Truth.
The only point I have any desire to defend is the one about Keith Courage's potential.